Primal Avatar (Barbarian/Summoner)

Some barbarians fuel their rage through arcane means. Instead of channeling their rage internally, they draw energy from the primal plane and form it into something only they can control. This spirit avatar feeds off its master’s rage like a parasite. In turn, the primal avatar gains great combat prowess, more than any mortal might normally obtain. (Original Concept by 55hi55)

Bonus Skills and Ranks: The spirit warrior may select three summoner skills to add to her class skills in addition to the normal barbarian class skills. The primal caller gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The spirit warrior is proficient with all simple and martial weapons, with natural weapons, and with light armor, but not with shields.

Primal Spirit: A primal avatar begins play with the ability to summon a powerful creature called a primal spirit to meld with his own being. The primal avatar wears the spirit like translucent, living armor. The primal spirit mimics all of the primal avatar’s movements, has the same alignment as the primal avatar that calls it, and can speak all of her languages. A primal avatar can summon her spirit for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can summon her primal spirit for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a primal avatar can summon her spirit per day. A primal avatar can summon her primal spirit as a move action that does not provoke an attack of opportunity. The total number of rounds of summoning her primal spirit per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. Unlike an eidolon, a primal spirit is not treated as a summoned creature, and is not subject to banishment, or similar effects that affect summoned creatures.

While a primal spirit is summoned, the primal avatar is treated as both an outsider and his original creature type. The spirit grants the primal avatar darkvision 60 feet, a number of temporary hit points equal to 1/2 her primal avatar level (minimum 1) + her Constitution modifier, and a +2 natural armor bonus. It also grants her the same maximum number of natural attacks as an eidolon of her level. If the primal avatar has more natural attacks than the maximum number, she must choose which natural attacks to use in any given round.

In addition, the primal avatar gains 2 evolution points. She can spend evolution points to gain any evolution an eidolon of her level has access to except for the Large, Huge, and Ability Increase evolutions, or any evolutions that duplicate the effects of a rage power. Whenever the primal avatar gains a level, she must decide how these points are spent, and they are set until she gains another level of primal avatar. She is also treated as having the bipedal base form for the purpose of what evolutions she qualifies for. The primal spirit does not grant the primal avatar a bonus to her base attack bonus, skill points, feats, or special abilities normally gained by to the eidolon (see Table: Primal Spirit Base Statistics).

At 9th level, a primal avatar gains the Multiattack feat whenever her primal spirit is summoned.

Due to the exposure of intense energy’s generated by summoning her primal spirit, the primal avatar becomes fatigued for a number of rounds equal to two times the number of rounds the primal spirit was summoned. All benefits granted by the primal spirit end once it has been dismissed.

If the primal avatar should wear an item or come under the effects of a spell that increases her natural armor bonus while her primal spirit is summoned, only the highest bonus from either the armor, spell, or her spirit applies. This ability replaces rage.

Primal Manifestation: As a primal avatar gains experience, the primal spirit grants her a primal manifestation. At 2nd level and every two levels thereafter, a primal avatar gains either a rage power or 2 additional evolution points to spend on new evolutions. The primal avatar treats her primal avatar class levels as barbarian levels for the purpose of qualifying for rage powers. Evolutions or rage powers are only manifested when the primal spirit is summoned. A primal avatar is restricted from choosing any evolution that duplicates the effects of a similar rage power (such as the bite, claws, climb, lowlight vision, gore, swim, and wings evolutions). A primal avatar cannot benefit from the transmogrify spell. All chosen evolutions remain fixed until she gains another level. This ability replaces rage powers gained at 2nd, 4th, 6th, 10th, 12th, 14th, 16th, 18th, and 20th level.

Guarded Ally (Su): At 4th level, whenever a primal avatar summons her primal spirit, any ally that is adjacent to her receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the primal avatar is grappled, helpless, paralyzed, stunned, or unconscious. This ability replaces trap sense.

Primal Jump (Sp): At 8th level, while her primal spirit is summoned, a primal avatar can cast dimension door as a spell-like ability using her caster level. This ability only affects the primal avatar and his primal spirit. The primal avatar can use this ability once per day at 8th level, plus one additional time per day for every five levels beyond 8th. This ability replaces

Greater Guarded Ally (Su): At 12th level, whenever an ally is adjacent to the primal avatar when her primal spirit is summoned, the ally receives a +4 shield bonus to its Armor Class and a +4 circumstance bonus on its saving throws. This bonus does not apply if the primal avatar is grappled, helpless, paralyzed, or unconscious. This ability replaces greater rage.

Twin Avatar (Su): At 20th level, a primal avatar can manifest his primal spirit in corporeal form. As a standard action, the primal avatar can create a duplicate of his primal spirit, copying all of her evolutions, form, and abilities. Its Strength, Dexterity, and Constitution scores change to match the base scores of the primal avatar. The duplicate spirit does not have any gear that the primal avatar is carrying, including magical items. The primal spirit also gains none of the primal avatar’s class features. The primal avatar can maintain this duplicate spirit form by expending 2 rounds of summoning per round. This duration does not need to be consecutive, but it must be spent in 2 round increments. If the twin avatar is reduced to zero hit points, it is banished to the primal plane and the primal avatar may resume normal summoning. The primal avatar can end this effect as a free action. This ability replaces mighty rage.